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Echoes of Wisdom Hero Mode 100% Journal

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  • Voltareon2012
    Voltareon2012 Member Posts: 2,966 ✭✭✭✭✭
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    I got some other games on my priority list to play and get…

  • Lonestar85
    Lonestar85 Member Posts: 2,937 ✭✭✭✭✭
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    edited August 12 #33

    nods I know the feeling. Anyways, I edited in Faron Wetlands in my previous post. Long read but a detailed path through the Dungeon as it can trip people up. Next is Eldin Volcano along with more Side Quests afterwards. One in particular is a nasty fight for the uninitiated or those who haven't played BotW/TotK.

  • Voltareon2012
    Voltareon2012 Member Posts: 2,966 ✭✭✭✭✭
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    I played BotW. It wasn't bad but I think old Zelda formula is better…

  • Voltareon2012
    Voltareon2012 Member Posts: 2,966 ✭✭✭✭✭
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    Mostly Hollow Knight, the rest of Deltarune, and Cuphead.

  • Lonestar85
    Lonestar85 Member Posts: 2,937 ✭✭✭✭✭
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    edited August 12 #36

    Entry#13: Eldin Volcano + more Side Quests

    We start by warping to Goron City where the map pans out showing the area like it did for previous regions afflicted by a Rift. We then head West and mend the optional rift on the left side of Eldin. We then return to Goron City to trigger a cutscene with a worried Goron who then notices you and pleads to follow him inside.

    In Goron City is a rift and we mend the rift to save the new Chieftan named Darston. Once the rift is cleared, Darston thanks us and is shocked to realize it's Princess Zelda. While we were successful in clearing the rift, not everyone is back and turns out two Goron Elders are missing. One was last seen in the Lizalfos Burrow while the other was seen in Rock Roast Quarry.

    Lizalfos Burrow is an area we couldn't explore because it was blocked by a Goron. It's near the waypoint marked on your map so warp to it and enter. There you'll see two Gorons, including the Elder in a defensive position. We proceed further in and battle wave after wave of Lizalfos, and snag our first new Echo in Fire Keese. Once all Lizalfos are destroyed, we exit and go to Rock Roast Quarry.

    The Quarry is the place we explored last time and is by the other waypoint. I warp and head inside to see three Gorons debilitated by hunger. We head in, clearing the quarry of monsters and lug Rock Roast to the Gorons. Repeat to clear the quest.

    I return to Goron City where we go into Darston's room at the top. Inside is a Stone carving of his Father. We pull the pin holding it up to have it come crashing down, revealing a shortcut. I head in and fly across the chasm and eventually reach a door with a giant stone boulder. Darston catches up and smashes it for us. We head inside, tag the waypoint by the rift and enter the Still world.

    The route to the Dungeon isn't that hard. Just use Flying tiles, Platbooms, Lava Rocks and Ghirro to methodically make your way across the map. The Dungeon is in the upper right but to get there easily, make your way to a high point in the upper left and glide to it via a Ghirro.

    Once inside tag the waypoint and heal any damage you've taken in the hot spring. Once ready, head into the next room. This room has three doors, one of which is locked and two Fire Keese. Destroy the Keese and enter the North room to find two Zirro. Destroy them and the two blocks in the corner to reveal a buried chest. Bind and yank it out of the ground to get 8 Twisted Pumpkins(ingredients). Then return and head into the right room where you'll use Lava Rock to get by and up into the door above. This next room has air vents where you'll glide across with a Ghirro and snag the Small Key in the Chest and make your way back to the main room and go through the Locked Door.

    The next room is completely filled with Lava that drains and refills every few seconds. Two Tweelus are there and are impervious to lava but the door to the North is locked. To unlock it you need to hit a switch that is covered by a Lava Rock. There's also a buried chest along the bottom containing a Golden Egg. The Lava Rock you need to move is the left one so use the right one as a place to step on safely(or do whatever). Once the switch is hit, make your way to the ladder and climb up.

    In the next area, use Lava Rocks on the Lava spouts to get across. Be aware of the Fire Octorok and destroy it to safely move ahead. Use a combo of a Lava Rock and a Strandtula to easily traverse the next section. You'll then come to an area with two paths protected by Fire vents. You'll take the bottom path first, using a Stone Boulder to shield you from the Fire Vent. Jump over and climb down the ladder.

    In this next area, turn left and get ready to use a Flying Tile to hit a Switch before quickly summoning a Strandtula to climb back up to where you started because Lava rises and falls. Hitting the switch lowers the locked door on the right so head there and grab the Small Key in the chest. Return to the Fire Vent area and climb. Bind and pull the chest above away from the fire vents and claim the Dungeon Map before ascending the ladder in top right. Hit the waypoint and enter the locked door.

    We now face Echo Link for a third and final time and this one uses the Might Bombs. This one is a cakewalk compared to the other two Echo Links. Just get in his face and use a strong Echo or yourself in Swordfighter mode to deal damage. Just watch it against the 2nd phase where it uses Bombchus. Once defeated grab the Bombs and climb the ladder.

    In the next area, climb the ladder to the right and make your way to the left and bomb the cracked debris to reveal a chest with a small key. Then head to the upper right where you'll have to get lucky with a Bomb Fish to remove the debris in order to reach the upper right Ladder. This ladder takes you to another room with debris with a 100 Rupees chest in upper left corner and a door on upper right. The door takes you to an engagement with a Fire Wizzrobe. Destroying it gets another Small Key Chest. Return to where we were and go through the Locked door in the lower left.

    This takes us down a series of ladders where you'll eventually get the Boss Key. However when acquiring it, the lava begins to rise so rush upwards to escape. Then remove the debris around the other locked door and proceed up the left ladder to the final area. In this area, glide over the lava to the Boss door and enter to face the Dungeon Boss.

    The Dungeon Boss is none other than Volvagia or another Zelda staple and another Ocarina of Time boss. He pops out of the lava and summons green balls of fire that hurts you and pushes you off the ledges into the lava. Best to dodge and then attack. Using a Fire proof Smoothie or Potion helps avoid taking Fire damage from the various lava pits on the Dungeon Map. Yet Volvagia will also pop up in areas you can't safely access to attack with your sword. To deal damage you have to use Might Bombs by pressing A and lobbing them at Volvagia to deal damage. Tier 2 and 3 Lizalfos and Tweelus are also solid Echo support(the latter of which is immune to lava). After enough damage, Volvagia dies and you get a Heart Container + Din's Blessing. Din is the Goddess of Power and she will explain the foe behind everything so far.

    Afterwards, we return where the Goron village celebrates our success. Four new Side Quests open up as a result. The first one you can find by talking to a Goron to your right who will race you. You'll always lose if you try to play fair so use your Echoes to get an unfair edge. Use Platbooms to get you ahead and then a Flying Tile to the finish line. Reward is 50 Rupees.

    The next Side Quest is given by Ondes. He can be found by the Hot Spring that is just South of the third Stamp location or Northwest of the Lizalfos Den waypoint. He tasks us with bringing in Hot Coal, which really isn't that hard. Take the Coal to entrance of Goron City for 2 Might Crystals.

    Third Side Quest requires going to Great Fairy Island. Inside is a chest with a Might Crystal, which is the trigger that causes the Great Fairy to assign us a task: to craft her a pendant. The pendant will require a Magma Stone and a Floral Seashell. These are acquired from the Goron and Zora Merchants respectively. The Goron Merchant tasks us with clearing out Lizalfos Den(again) while the Zora Merchant wants an Unfortunate Smoothie. With both crafting materials, return to Gerudo Artisan for the Pendant and then give it to the Great Fairy for a Might Bell accessory. This rings whenever we are near a Might Crystal.

    The final Side Quest is assigned by a Goron Elder in Goron City. Seems Darston is missing but he can be found in Summit Cave. Summit Cave is North of Lizalfos Den waypoint (not too far from the hot spring you can see on the map). Inside you'll find Darston and he speaks of a flame giant. Venturing inside can be a bit difficult as you'll need to quick cast Strandtula one after another before the lava rises to reach an elevated area. Once there you'll eventually enter a room with a Flame Talus or basically the boss from the first Dungeon but on Fire. Since the boss is on Fire, you can't touch it. To permit that you have to cool it down like in BotW and TotK but since we don't have Ice Echoes, you'll have to use Wind instead. Wind Cannons or Tornados both work. However the best Echo is the level 3 Lizalfos and the reason why is because it leaps.

    This is particularly useful when the orb is placed on top of its head and on its back(something the first Dungeon Boss doesn't do). Your Lizalfos will have to strike it from behind and once dislodged you can destroy it. Destruction yields a Heart Piece and Goron Bracelet accessory(permits carrying things faster).

    I finish this session with two more Slumber Dojo challenges. The Blank slate one is not easy, particularly on Hero Mode but after a couple tries I completed it. Up next is the final Dungeon of the game in Hebra Mountain and the last remaining Side Quest + Dojo Challenges.

    Campaign Progress:

    Might Crystals: 139/150

    Heart Pieces: 35/40

    Stamps: 24/25

    Echoes: 115/127

    Hebra Mountain will get us to 150 Might Crystals and 25 Stamps. Heart Pieces will hit 40 only after we do the last Side Quest and the remaining Dojo Challenges. As for Echoes I don't know what I'll be at. I know there are two in Eternal Forest but I forget what I have left. Anyways until next time.

  • Lonestar85
    Lonestar85 Member Posts: 2,937 ✭✭✭✭✭
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    edited August 13 #37

    Entry#14: Hebra Mountain + final Side Quest and Dojo challenges

    Hebra Mountain is a majestic place but to start, I warp to the very beginning and bind a Brazier to me rather than using a Warming Potion as there's no need to given I've already explored the area. Now the reason we're taking it from the beginning is because of Condé. Condé can be found not too far from the first Cave(south of it). He's asleep so we have to coax him awake where he invites us to follow him. He has a heat source so stay close to take advantage of it. He'll stop at the bridge and let you climb on his back before leaping across. From there follow him to his hut. Inside explore the various areas to burn time while the storm passes.

    Eventually you go back outside and Condé clears the obstacle for you to continue your climb. While inside the mountain, you'll come across the Snowball Echo and the final mandatory Minor Rift. Once cleared, I continue the climb where I exit by an Icy lake that feeds the Waterfall. Here you'll find Ice Octoroks and a Ice Wizzrobe to the east. Tag the waypoint and plop down a Platboom to your right and ride it to the top to grab a Heart Piece. Then destroy the Octoroks and make your way SW to claim another Heart Piece. The Ice Wizzrobe is to the East so destroy it for the Echo as you'll need it for the Dungeon. Before heading up the Mountain, get as close as you can to the western edge and use a Flying Tile to reach the other side. There you'll find a Cave and some Ice. Melt the Ice to find a Might Crystal while inside the cave you'll find the Ice Spikes accessory. These give you traction on Ice and are extremely useful in the next Dungeon. I use a Flying Tile to get back and continue the climb. Along the way I encounter a Freezard or an Echo that is essential in the Dungeon.

    At the other exit, I find myself face to face with a rare Moa, an enemy Eye that shoots a beam aggressively whenever there are Allies around. It doesn't appear in too many places so getting it now is a good thing. I continue West and then north where the path splits. The North path leads to a other Heart Piece on a pillar. Dodge the Snowballs(which if you haven't gotten their Echo, plenty of opportunities) and grab the Heart Piece before going down the right path that has a ledge with a pillar of Ice. Melt that for another Might Crystal.

    Eventually you'll catch up to Condé as he rushes off after someone he thinks is his brother(Spoiler: it isn't). I tag the nearby waypoint with the path splitting yet again. North is the path upwards while the path right leads to our final Minor Rift. This Minor Rift is short and yields two things. 1) It places us at 145 Might Crystals, meaning the Major Rift/Dungeon puts us at 150 and 2) We get the last Stamp location on the game.

    Before I continue can I just say one thing. How in the bleeping Spaceballs does the Stamp guy *parachute* onto Hebra Mountain? Better yet HOW does he parachute? Does he have a secret Airplane or Balloon I don't know about? That's always bothered me. Anyways we also get the Stamp suit for getting all 25 Stamps(yay... No).

    Anyways I continue the climb and eventually reach the top. Tag the waypoint and enter the Rift. Inside the Still works I get two more Echoes: Cloud and Ice Slugs. The Ice Slug you have to bind, else risk losing their Echo or having to get it inside the Dungeon.

    Once I side the Dungeon it's a slow and steady descent to the 4th Basement floor. We start by tagging the waypoint at the start and entering the first room that has three doors. The North one is blocked by a wall of Ice and the inclination is to go right due to the air turbines that blow Hot or Cold Air in this Dungeon. These are key to proceeding inside the Dungeon. Yet since I'm a 100% person I go left and encounter two Ice Octoroks. Destroy them for some ingredients. In the other room, I create a bed path I can walk on to the Heat source and place it on the mechanism to activate the Fan to melt the Ice.

    I then head on through down the ladder. I pop out in a room with jets of Ice. Use Boulders to block them and head through to the other side. On the next room, a Small Key is hidden underneath the sheet of Ice. To melt it, we have to go left and up into a room where there's a jet of Ice and a Heat source. We have to use a Trampoline to jump over the Ice jet in order to place the Heat source on the Fan mechanism. With the Ice melted, we grab the key but to get to the locked door is not easy with Water. So we go back and refreeze the Water by taking the Heat source and placing it in the jet of Ice to turn it cold and then on the fan mechanism. With the Ice refrozen l, I enter the locked door and climb down.

    The way down will require using some creativity with Ice Stalagmites that fall. Use Bind to shield you from the keys of Ice. When exiting plop down a Platboom and then jump(w/ Frog Ring) to reach a secret area with a Golden Egg chest. Then jump down to the right and spawn another Platboom before summoning a Flying Tile to get over the jets of Ice. Then melt the top right Ice block to reveal a Ladder down. In this next area, you have to take a Heat source up to a fan mechanism without it getting hit by Ice Jets. To do it though requires using a Strandtula as a way to jump from one wall to another. Once the Ice is unfrozen it's another Armos switch puzzle, only you can use the Block of Ice to do it if you time it.

    In the next room is a little fight with Fire Tweelus, an enemy you'll encounter on the trek up the Mountain. You'll get the DungeyMap and a waypoint he next room with a Hot Spring to heal. The reason for a Hot Spring is because it's Mini-Boss time.

    Every Dungeon hasn't had a Mini-Boss until now since they've been in the overworld or Side Quests. This one has one weakness: Cold. The best Echo to inflict it is the Freezard and the reason I like doing Hebra or Lanayru Dungeon last is because Tri gets stronger with each passing Rift. Tri gains a sixth Triangle at level 9, which Tri should reach by doing major Dungeons and most Minor Rifts. This permits two Freezards instead of one but if you do everything beforehand, Tri reaches level 10. At level 10, the cost to summon Freezard drops from 3 to 2. This means instead of two, you can summon three. This makes a MASSIVE difference in the mini-boss fight.

    Summon Freezards, freeze the boss and slash away. It breaks up into smaller parts so continue freezing until all are destroyed. Don't worry about losing HP there's a Hot Spring inside that melts Ice Echoes but also heals you. Try to keep the Boss out of that Spring. Once it's destroyed, continue down to level 3. The way down involves a little Torch puzzle. The hardest Torch can be lit by distance spawning a Fire Wizzrobe or Fire Keese in a narrow area and Z-targeting the Torch. Ab100 rupee chest can be obtained vlbut you have to destroy the Brazier by the ladder down and use Strandtula or Water Blocks on the way up. Then continue the climb down to level 3.

    On level 3 you'll see the Boss Key behind Bars. To lower them requires hitting a switch with a Snowball but there are Ice pillars preventing the Snowball from reaching the Switch. This means we have to find a way to melt them. We head down and find the room where you'd melt the Ice but it has a wall of Ice separating the heat source from the fan mechanism. So we have to solve this issue first. Continue down into the next room where you'll have a chance to get Ice Slugs and Now Echoes if you haven't already done so. Once the room is clear, head down, then right and then up to an area where the Ice Spikes come in handy. Clear the Ice path of enemies and block the Ice Jet before taking the Heat source to the Fan mechanism. This melts the Ice in the previous two rooms.

    The first room has a Monster Stone chest guarded by level 2 Tekites. Dice down and spawn three Beamos and then head back into the next room. Grab the Boulder and drop it on the Switch to open the door to the left and head through. You'll come to a familiar Armos switch puzzle, only that Armos can't travel over Water so the Water has to be frozen so continue left into the next room and take the Heat source, freeze it in an Ice Jet and then place it on the Fan mechanism. Activate the two sword like before and head on through the open door to another Monster fight. This has a White Wolfos. White Wolfos are a pain because they summon two normal Wolfos to the fight. Focus down the White one or it'll keep summoning new ones.

    In the next room, destroy the Freezards and cover the Ice Jets before taking the Heat source to the Fan mechanism. This will melt the wall of Ice in the room with the fan that can melt the Ice shards by the Switch so we're almost done. Hit the switch to exit the room and go down into the recently defrosted Fan room. Plop an Ignizol on the Torch to light it and then take the energy source and place it in the fire to change it from Cold to hot and then plop it on the mechanism to melt the Ice Pillars. Then take the Cold source and activate the fan again to freeze the Water by the Switch so that the Snowball can get there. Then head outside, hit the switch, claim the Boss Key and head down to 4th floor. Before you do, there's a secret passage above the door that has 50 rupees at the end. At the Boss sorry, activate the waypoint and heal at the Hot spring.

    The Boss Fight is against Skorchill, a Boss that alternates between Hot and Cold. He starts the Battle with Cold so hit him with a Fire Wizzrobe at his Helmet three times. Then Bind it and pull it off to expose him to attacks. Once you inflict enough damage he goes into stage 2 or puts on his Fire Helmet. Swap to an Ice Wizzrobe and repeat hitting his Helmet three times and then pull it off to expose him. In Stage three, you have to look at the Hel wt because it can alternate between Hot and Cold. Use appropriate Wizzrobe to deal damage and then pull the Helmet off to expose him and finish the job. Once defeated, claim the Heart Container and Lanayru's blessing. Lanayru is the Goddess of Wisdom and Zelda's Triforce component.

    Anyways, when we return, Condé becomes happy again and after he leaves, our Antagonist uses the opportunity to surprise attack us. Null knocks out Zelda and makes an Echo of her to approach the Prime Energy(aka Triforce). Sneaky but clever plan I must admit. We awake inside the Castle where we learn our next objective is the Eternal Forest.

    However we still have Side Quests to do and the last one we have is from Condé inside his hut. He takes us to another area on the Mountain where we are tasked taking a Snowball intact from one area to another. This isn't as easy as it looks but I use Stone boulders to block mother Snowballs and slowly get it there for a Heart Piece.

    Next is the final Dojo challenges. For completing them all, we get a other Heart Piece, the 3rd and final Mastery Accessory and the Courage outfit(aka Link attire) for Zelda to wear. With that done, all we have left is Eternal Forest, and the showdown with Null.

    Campaign Progress:

    Might Crystals: 150/150

    Heart Pieces: 40/40

    Stamps: 25/25

    Echoes: 125/127 ← last two are the Lynel and an Orb we use to enter the Sacred Grove. Almost done folks. I might replay this again to see if I can't climb Hebra all the way to the top before I do Gerudo or Jabul Dungeon.

  • Lonestar85
    Lonestar85 Member Posts: 2,937 ✭✭✭✭✭
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    edited August 13 #38

    So on a whim I explored my idea on how to climb Hebra and turns out I can explore the rest of the Mountain 🤦🙅. That means that instead of 82 Might Crystals before the 2nd Dungeon, I can grab two more(maybe four if the Stamp rift is there), all 25 Stamps, three more Heart Pieces(putting me at 29 or 11 Hearts before the 2nd Dungeon, which is nuts), Ice Octoroks, Ice Wizzrobe and other Echoes. Yeah… I haven't perfected the 100% part before the 2nd Dungeon yet. Oh well. 🤷🙅

    Finale coming tomorrow in two parts.

  • Lonestar85
    Lonestar85 Member Posts: 2,937 ✭✭✭✭✭
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    edited August 13 #39

    Entry#15 Eternal Forest + Null

    Finale comes early/late tonight. The finale begins with Eternal Forest. General Wright rushes ahead without thinking and is taken down by Zelda's Echo. I find him unconscious in Eternal Forest and awake him and the nearby Soldiers. I then notice a nearby glyph and says to light the 6 pedestals with an Orb(new Echo). Eternal Forest is also home to the Lynel a 6-Triangle Echo that costs 5 thanks to level 11 Tri(so there was no point in getting it until now because Tri couldn't reliably summon it and I like other Echoes). To get the Lynel you follow it's footprints.

    Anyways light the pedestals to proceed further into the forest where we meet the Great Deku Tree. We go down a sacred elevator into an ancient chamber and find the Echo in front of the Triforce. It touches the Triforce before we can interfere and the Triforce splits into three(eh Ocarina of Time again). Power goes with the Echo, Wisdom into Zelda and Courage goes to Link. The Echo returns to the Still world and we follow.

    Making our way through the Still World isn't that hard but once we reach the end, we face off with the Echo. With a Lynel and three Mastery Accessories stacking together, the Echo stands no chance to Bow machine gun.

    The Echo retreats inside Null itself and we rearm Link and follow with Link taking point. There's a few skirmishes but otherwise nothing major to report until we jump down a shaft and face off with the Boss itself.

    The battle with Null is a three stage fight. First stage involves pulling his arms with bind and Link hacking them off. Null retreats into the wall and we have to pull his arms out for them to be destroyed to force Null back out while avoiding Dark Monsters and repeated attempts by Null to trap us. Repeat this two more times before Null enters stage 2.

    Stage 2 is a Zelda solo fight on what I coin Null's bloodstream or a water level so Zora Flippers and Scale help here. Use Chompfin aggressively and take down its Tri-like tails while avoiding Water tornadoes and other water Echoes. After enough damage we enter Stage 3.

    Stage 3 Null means business but is much like Stage 1, only harder. He uses familiar Bosses to fight us while encasing the surface in a dangerous sludge. Once he's been hurt three times, we pull the Triforce of Power from its body to win the game. Triforce comes back together and with Link wish for Null's destruction.

    With Null gone Tri and it's friends do one last repair job before going back to slumber with the Goddesses. Zelda and Tri part ways and both she and Link are teleported back to Hyrule Castle Town where everyone comes together at the end. Link tells them that Zelda saves him and basically saves the day but no one believes him.

    Roll credits. Hero Mode is definitely a challenge but if I was to do this again, I think trying my Crawltula method on Hebra Mountain could yield additional Waypoints, Might Crystals and Heart Pieces before the 2nd Dungeon. Might even get that last Stamp location before the Rift takes it, making it entirely optional. Not even sure how many Echoes I can get before the 2nd Dungeon too but I think upwards of 90+ is within possibility.

    @Hades0918 @Dragonfly102024 Hope you enjoyed the mostly Text-based run. Really tired right now and probably won't play this again for awhile. Enjoy one last hurrah in Horse Racing.

    Should note you can beat it roughly 16 or less by using bind on the tress and moving them out of the way to take a sharper turn to save time.

  • Hades0918
    Hades0918 Member Posts: 27,554 ✭✭✭✭✭
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  • Lonestar85
    Lonestar85 Member Posts: 2,937 ✭✭✭✭✭
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    Yes and no. Yes in that I don't mind playing it but no with Hero mode. Enemies deal more damage, have more health(Lynel was like how much HP does this thing have ugh) and are just a royal pain. Gohma actually caused me to use a Fairy because I didn't get out of the way if it's laser trying to stun it. Did like 10 Hearts of damage on Hero mode so yeah. Volvagia is also a pain because it goes to areas you can't get to and Echoes on his battle map are all but worthless. Hence his Boss fight is the one area where players use a lot of smoothies to replenish Energy to lob Bombs and Arrows. Also bugged me that you couldn't hit Volvagia while airborne. Makes OoT feel like they lied to you.

    Another big issue I had is that they were inconsistent on Temperature. Hebra Mountain had parts where you needed a smoothie or Echo to stay warm but there wasn't anything needed for Gerudo Desert or a literal Volcano where you had lava. That didn't make sense despite Zelda sweating profusely when idle. The waypoints made travel quick and easy but outside of Horse Racing there wasn't a reason to ride a Horse since they can't climb a Mountain or go into Jabul(can't go into water), Eldin, Faron or Hebra. The Charging Horn accessory seemed pointless given that the Horse destroys weak monsters and is not advised against stronger ones.

    The other thing was that while Swordfighter mode was meant to be temporary, the Echo system also should have a finite use to it. Summoning Echoes is like casting spells with mana, and eventually you'll exhaust your supply but this game has no such system. The Triangle system limits the strength and number but there's no limit. This permits you to spam Echoes ad nauseum with no consequence to how things go for you.

    Furthermore, the Smoothie system all but made being in Swordfighter mode worth it because you can drink one, replenish the energy gauge and keep fighting. Granted you could do that for Echoes but the whole purpose of the game was using Echoes as a caster, not fighting in Swordfighter form except in spurts when needed. I suppose what would apply to Swordfighter would also apply to Echo use(drink smoothie and replenish the gauge or mana). Smoothies were also way more effective than Potions at a fraction of the price, hence I honestly wonder why they're in the game other than for legacy sake and especially when Beds are the go to source for outside of combat Healing.

    Outfits served little purpose other than the Pajamas(Bed healing), Gerudo/Dancing(Spin radius) or Cat outfit(talking to Cats, akin to Majora's Mask in OoT with speaking to statues). Most accessories were kind of useless given that without the survey binoculars(increases odds of ingredients appearing) you get tons of ingredients from Chests and Slumber Dojo that you're swimming in them by the time end game hits. Ditto Rupees and Fairies were like 🤷 because Great Fairy has them. Might Bell was useful for completionists so that was ok but it just seemed like it was Ancient Charm, Frog Ring and whatever you felt like on the rest. Even the Climbing accessory was like useless given the few areas where you need it and with Platbooms and Crawltula... yeah. I suppose if you're doing a speed run where every second counts but otherwise it's a waste. I didn't find a use for Automotons from Dampé but then again I never really tried. Might have to force myself to do it in a playthrough. The winding accessory ought to make the experience go more smoothly too.